X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fspawn_near_teammate%2Fsv_spawn_near_teammate.qc;h=e4b784371525776b05566d4cb521902701dcb8e0;hb=0df44001f558876364d8b41482b7ba7b98e0918a;hp=011a51d041a9decc39b36541a143b6fdc5258abd;hpb=b8010438ca85aeb081045aaa0cf494b98457b0b0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index 011a51d04..e4b784371 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -1,10 +1,13 @@ #include "sv_spawn_near_teammate.qh" +const float FLOAT_MAX = 340282346638528859811704183484516925440.0f; + float autocvar_g_spawn_near_teammate_distance; int autocvar_g_spawn_near_teammate_ignore_spawnpoint; +int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max; float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death; -int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health; +bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health; bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath; REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate")); @@ -12,7 +15,6 @@ REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate")); .entity msnt_lookat; .float msnt_timer; -.vector msnt_deathloc; .float cvar_cl_spawn_near_teammate; @@ -58,8 +60,6 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) entity player = M_ARGV(0, entity); entity spawn_spot = M_ARGV(1, entity); - //LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin); - int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0; FOREACH_CLIENT(IS_PLAYER(it), { @@ -83,25 +83,32 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) entity best_mate = NULL; vector best_pos = '0 0 0'; - float best_dist = 0; + float best_dist2 = FLOAT_MAX; + int tested = 0; FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA( - //LOG_INFOF(" for client: %s %v\n", it.netname, it.origin); + if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break; if (!SAME_TEAM(player, it)) continue; - if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue; + if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && it.health < autocvar_g_balance_health_regenstable) continue; if (IS_DEAD(it)) continue; if (time < it.msnt_timer) continue; if (time < it.spawnshieldtime) continue; if (forbidWeaponUse(it)) continue; if (it == player) continue; + tested++; // i consider a teammate to be available when he passes the checks above + vector horiz_vel = vec2(it.velocity); - if (vdist(horiz_vel, >, 450)) + // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking + // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player + if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50)) fixedmakevectors(vectoangles(horiz_vel)); else fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch // test different spots close to mate - trace upwards so it works on uneven surfaces // don't spawn in front of player or directly behind to avoid players shooting each other + // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side + RandomSelection_Init(); for(int i = 0; i < 6; ++i) { switch(i) @@ -124,28 +131,28 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) case 5: tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it); break; - } + vector horizontal_trace_endpos = trace_endpos; //te_lightning1(NULL, it.origin, horizontal_trace_endpos); - if(trace_fraction != 1.0) continue; + if (trace_fraction != 1.0) goto skip; // 400 is about the height of a typical laser jump (in overkill) // not traceline because we need space for the whole player, not just his origin tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it); vector vectical_trace_endpos = trace_endpos; //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos); - if (trace_startsolid) continue; // inside another player - if (trace_fraction == 1.0) continue; // above void or too high - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue; - if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // this also prevents spawning in water which i assume would be annoying - if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue; + if (trace_startsolid) goto skip; // inside another player + if (trace_fraction == 1.0) goto skip; // above void or too high + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip; + if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway) + if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) goto skip; // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving) vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it); //te_beam(NULL, floor_test_start, trace_endpos); - if (trace_fraction == 1.0) continue; + if (trace_fraction == 1.0) goto skip; if (autocvar_g_nades) { bool nade_in_range = false; @@ -153,38 +160,44 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) { if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) { nade_in_range = true; - break; + goto skip; } }); - if (nade_in_range) continue; + if (nade_in_range) goto skip; } - if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) + // here, we know we found a good spot + RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1); + //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10); + +LABEL(skip) + if (i % 2 == 1 && RandomSelection_chosen_ent) { - float dist = vlen(vectical_trace_endpos - player.msnt_deathloc); - //LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist); - if(dist < best_dist || best_dist == 0) + if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) { - //LOG_INFOF(" new best dist - pos: %v\n", vectical_trace_endpos); - best_dist = dist; - best_pos = vectical_trace_endpos; - best_mate = it; + float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin); + if (dist2 < best_dist2) + { + best_dist2 = dist2; + best_pos = RandomSelection_chosen_vec; + best_mate = RandomSelection_chosen_ent; + } } - } - else - { - setorigin(player, vectical_trace_endpos); - player.angles = it.angles; - player.angles_z = 0; // never spawn tilted even if the spot says to - it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; - //LOG_INFOF(" PlayerSpawn return %v\n", player.origin); - return; + else + { + setorigin(player, RandomSelection_chosen_vec); + player.angles = RandomSelection_chosen_ent.angles; + player.angles_z = 0; // never spawn tilted even if the spot says to + RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; + return; + } + break; // don't test the other spots near this teammate, go to the next one } } )); if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) - if(best_dist) + if(best_mate) { setorigin(player, best_pos); player.angles = best_mate.angles; @@ -205,11 +218,4 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) } } -MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies) -{ - entity frag_target = M_ARGV(0, entity); - - frag_target.msnt_deathloc = frag_target.origin; -} - REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");